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#102 Apr 07 2015 at 11:56 PM Rating: Excellent
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I dunno. Personally I think subs took a dive for several reasons. In no specific order...

Customer support for the service was almost non-existent. SE never really committed to even fostering community grown support until the fall of XIV 1.0 version. I think a lot of people forget that there was a class action suit against SE for less than savory business practice of charging players for time they hadn't actually been able to use the service.

The mini expansions (ACP, MKE and ASA) all left a bad taste in players mouth after how content rich previous expansions had been. I know that most of the players I knew who left pointed at this as a major consideration.

Mass bans. Many players were banned without warning or reason for no other reason than they were using normal game practices to earn gil. I know a few people who were caught up in these bans and they were given no explanation or warning.

I guess the last reason sort of relates to the mini expansions, but I think many players were trying other MMOs and finding vertical progression to feel more rewarding. I personally didn't have a problem with grinding years for a single piece of gear, but that was under the assumption that piece of gear would last for years to come. I can see why players who had possibly spent years trying to get items might be put off by having all of that 'progress' erased in a matter of a single update.

Not sure I buy into the server cost argument either. Ok sure, put the cost of upkeep on the consumer... but the current fee surpasses that need. We're also talking about the most profitable game in FF's history here. It could probably still retain that title if it went F2P and supported current server structure for more another decade. They put a cash shop in XIV and it's not like they haven't used bonus items to drive sales of other ventures before.

Even WoW has F2P options and they still maintain 10 million subscribers...
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#103 Apr 08 2015 at 2:22 AM Rating: Decent
Lyrailis wrote:
[quote]
Yes, the subs dipped about the time they started making things easier, but you know what else started happening about that time? The IRL economy started getting worse (more people having to get more jobs/time on the job/less time for FFXI). The older established players were getting older and had other RL obligations. Other MMORPGs sprung up. WoW started getting more popular. PC Gaming Itself was getting much, much better with more robust titles. Steam's popularity was starting to explode at the time.
You can't pluck one thing out of a sea of different contributing factors and say "THIS is what caused it!". We all know you picked the one thing you, yourself, are against most. It is a blatant logical fallacy to do so.
Edited, Apr 7th 2015 9:00pm by Lyrailis


Couldn't agree more, I've seen a ton of excuses why people quit.

Want to know why I quit XI? because XIV was much more fun and quicker to do things. I temp quit XI a long time ago for a few months, because I got banned? because of the poor customer support? none of that. Simply because it took so long to do anything I had lost interest. I returned and then dedicated another couple of years.. I tried so many other games and none of them really took me away from XI. Again till XIV came out, 1.0 had so many issues I ended up returning to XI but once 2.0 was out I fully quit XI after playing XIV for about a day. I know people who quit to play a lot of other games and had nothing to do with the lists of what others have said. Some say Abyssea caused a mass quit but I remember seeing a rise in numbers of online people for months after Abyssea was released.

Personally I think people need to be realistic. Support of XI hadn't changed from day 1, mass bans also didn't change from day 1, the required time to complete anything hadn't changed from day 1 (till I quit anyway). There are a ton of reasons why people quit but it doesn't matter how much the game has gained - it matters how much it earns today. I don't know a single person any more who plays XI. It's an old game and has lost a lot of interest and the way SE is effectively treating it just goes to show what their plan is - which isn't much. With no major content updates for XI that effectively saves SE a lot of money, they can put the Devs on to XIV or on to other games. I never did understand the comments that claim it doesn't cost much to Dev or Support systems, I only work in an Academy and it's a lot of money just to maintain systems and servers including salaries.

The game will continue to be self sustaining and again without the content updates will continue to gain a profit but on a serious note how many people will finish things and decide enough is enough. I was even contemplating returning to XI, till SE said no more content to come....

Edited, Apr 8th 2015 4:26am by Lonix
#104 Apr 08 2015 at 2:43 AM Rating: Decent
sandpark wrote:
They may have decided that but it was the wrong decision. No one is going to pay for an mmo that doesn't get content updates, and don't see a mobile mmo getting steam in the USA, maybe Japan.

No I am asking why the game has to be put into death, which is basically what this move is. Why do you care about how much money they make if you aren't even interested in FFXI? If this game does get made too easy in it's new iteration. That would be the biggest travesty ever to happen. You don't change the soul of a game that many hold fond memories with. If they need to make money off the offline conversion to enable modders to take over. They could offer an all in one offline package for say 100 dollars for every piece of content to be made available.

Placing this game's future in the hand of mobile might make them a small stream of money but will tarnish the greatness and recollection of it. People try to pin all the blame on this mmo going into that quiet night on FFXIV and FFXI's hardcore nature. Actually, it's consistent subs never started to plummet until it started making content easier to get through.

Edited, Apr 7th 2015 7:03pm by sandpark


Since the logical fallacy in your argument has been dealt with by multiple people, I will only touch it briefly. WoTG and the mini expansions that followed were duds as far as expansion quality goes. This has nothing to do with easier content, but recycled assets, poorly designed cheap systems with rewards that did not meet the demands of a big part of the playerbase and overall it being very clear that less money was spent on the development of the game. I can't speak for anyone else, but I can assure you I quit for good due to these factors and these factors alone. The redevelopment of FFXIV was only the final nail in the coffin.

All I see in your post is your own bias against mobile games. Whatever greatness is tarnished by this move exists in your head only. Mobile ventures can affect the reputation of the game negatively, but to think it has to be this way is just nonsense. SE can treat the game in a respectable fashion in the mobile environment, and offer many more people with a chance to experience Vana'diel. Content updates are only relevant if you think the mobile iteration can't attract players that have yet to experience any of it. As long as the game is recreated in a way that allows people to pick up and play they are not in any rush to make any new content, simply recreate the existing contents to the mobile version for new players to experience. It can be a lot of fun to try, but for that to happen people like you need to get their heads out of their bottoms first.

I suggest you stop getting so attached to a game that no longer exists. Everything in this world is temporary, but it doesn't mean that something changing into something else would in any way tarnish whatever was there before. The memories and experiences are still just as valid.

Edited, Apr 8th 2015 8:45am by Hyanmen
#105 Apr 08 2015 at 3:31 AM Rating: Decent
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This is probably the first time I ever actually have agreed with Hyanmen.

I think in a lot of ways you get back based on what you put into things. No real expansion for a long time combined with the decision to walk away from horizontal progression at 75 cap I think was the largest contributors if I look at my own friends/LSs and why they dissapeared.

As for going for mobile games I don't think it is a bad move at this point. I mean XI is not what it used to be anymore, not even close, and at this point I think the best thing they can do is just try to earn as much money as possible while moving on. I am sure there are some who will enjoy the mobile version and for the rest I guess it is just time to quit.

I truly do miss the older XI days though. Yes there were frustrating parts for sure, but it is funny how so many years later I still love putting on the XI OST when doing schoolwork or w/e. It was not my first MMO and it won't be my last, but I doubt I will ever feel the same about a game again. :)
#106 Apr 08 2015 at 7:17 AM Rating: Good
Abyssea and the level cap raise drove as many people away as it attracted. I stuck around through Abyssea and what they did with those 9 alternate dimension zones was pretty amazing - an entirely new system of level chaining that allowed for alliance based exp parties, a new relic weapon system that was less painful for the first few stages to a usable weapon (all the pain was piled on the level 95 version and its unreasonable 1500 HMP), a new JSE gear set that provided good initial stats and could be upgraded over time, and a surprisingly twist ending. the version of you in Abyssea failed at the end of CoP and died. Promathia merged with Selh'teus/Phoenix and the resulting dragon was the Abyssea final boss Shinryu. Abyssea Prishe is in tears the first time she sees the Vana'diel version of you... since Abyssea You died in her timeline.

I enjoyed Abyssea, but I know many people who quit when the level cap started going up because all their best in slot gear at 75 was obsolete by vender gear that could be equipped at 78, and it took SE nearly a year to get around to raising relic weapons to 99, making them equal to the Empyrean weapons again.
#107 Apr 08 2015 at 7:58 AM Rating: Good
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I am not really saying yay or nay about how fun Abyssea was. I mean I stuck around for a while too, but I think we have different experiences and I have no idea what is the more correct until we see actual numbers from SE.

In my experience the game not seeing a real expansion for so many years meant a slow decline either way. However the introduction of the level cap raise and obsoletion of all content and gear made my three LSs completely empty. One was an endgame LS which got one or two people saying hi several months into abyssea because they thought they would give it another shot, but it didn't last long. Another was a quite big event/social LS which I never saw anyone in ever again. The last one was an LS that had quite few people to begin with, but was emptied out except for one person who kept playing just as much anyway lol.

So whilst Abyssea might have been great content, in my own experience the game lost too many people when they raised the cap, with everything that entailed, for it to ever bounce back regardless. That said I agree it seemed like the game got a small surge of people during a short time of Abyssea, but not that I ever felt it was even close to attract as many as it had lost. In the end though I also think it depends on what you want to see. Like for me the game changed and people quit to the point where I just wanted the old back more than I enjoyed the new, so I guess I might have been blinded which made it seem like the situation was more dire than it really was.
#108 Apr 08 2015 at 8:17 AM Rating: Good
This is fascinating. At the time of the level cap increase it seemed I was the only one who absolutely hated it, and everyone else adored it as fantastic and long overdue. Now I'm hearing about other people who felt the same way, it kind of makes me feel a little better.

I finally cancelled my FFXI subscription last month. I hadn't played in over a year, since I started FFXIV in fact, and while it was hard to let go of a world I'd pretty much lived in for a decade, it was time.
#109 Apr 08 2015 at 8:38 AM Rating: Good
Laverda wrote:
This is fascinating. At the time of the level cap increase it seemed I was the only one who absolutely hated it, and everyone else adored it as fantastic and long overdue. Now I'm hearing about other people who felt the same way, it kind of makes me feel a little better.

I finally cancelled my FFXI subscription last month. I hadn't played in over a year, since I started FFXIV in fact, and while it was hard to let go of a world I'd pretty much lived in for a decade, it was time.


Abyssea was definitely hit or miss for most. It brought me back along with a few other friends, but we were a small LS of 4-5 members, nothing more. I think people's view of Abyssea is skewed because it was the only thing worth doing (and Dynamis once they revamped it). So the entire server population was running around in those areas, making it seem highly populated.

I figured, if this was the way the game was heading, I'd stick around. Then came Voidwatch, and large man events again, with more obsoleted gear so I said ***** it. I get that XIV obsoletes it's gear too, but it's often and easy to obtain again (minus a few Coil and Relic items), so I feel it's less bothersome, even though there's probably no difference. Abyssea, as easy as it was, still required hours upon hours of investment to finish off gear sets + weapons. Now, some may argue it wasn't that time consuming if they had a huge LS just spamming stuff for the good of one person.

They did a lot right in Abyssea, problem is, that's only my opinion. Then they went back to some old convoluted ways (again, my opinion). The OST though, always hits you hard. I still remember my first time in Windy, stepping out into Sarutabaruta, making my way to Tahronghi, Shakrami and my first boat ride on my way to the Dunes!
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#110 Apr 08 2015 at 9:18 AM Rating: Excellent
I had planned on playing both FFXI and FFXIV, and I played XI until the newest expansion came out. I'd taken a lengthy break from the game over the year before then -- logging in sometimes, but at one point going more than three or four months without logging in. When I came back, I realized all my gear was totally outclassed. Red mages had little perceived utility at the time, and my paladin was useless because I didn't have a certain kind of shield, and getting that shield would have required a ton of grinding. I tried playing for a few weeks, but ultimately I just couldn't reconcile that grind barrier, and also I couldn't really accomplish anything on my own, and even in groups I'd often die like a bug on a windshield.

I already loved FFXIV, which was much more welcoming to my playing times and lifestyle. Easier, yes... but also more playable, which is what mattered most. I had no intention of playing XIV any less, which meant I wouldn't possibly have enough time for the grind in XI. Something had to give. Logically, that was XI.

I STILL wish I could resubscribe to XI, just to finish up all of the storyline. I really loved that game and my character. But I know the game would be an unwelcoming place for a guy with sporadic free time and no in-game friends. Even if I had the in-game friends, the game still wouldn't be welcoming for a guy with sporadic free time. I also don't want to spend all that time grinding when the game is pretty much going to end as soon as I'd finish.

So for me, it just came down to playstyle and growing up. I simply don't have as many hours in the day to pour into a game; I especially don't want to waste time standing around and waiting/searching for others to help me just to "break even" with the crowd.
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#111 Apr 08 2015 at 11:11 AM Rating: Good
XIV's larger scale events are much more linear and bite sized. World of Darkness now takes a good group under 30 minutes to complete. Compare that to Dynamis and its 3-4 hour completion time. (Even Neo-Dynamis takes 2 hours.)

I like bite sized raids.
#112 Apr 08 2015 at 4:05 PM Rating: Excellent
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Catwho wrote:
XIV's larger scale events are much more linear and bite sized. World of Darkness now takes a good group under 30 minutes to complete. Compare that to Dynamis and its 3-4 hour completion time. (Even Neo-Dynamis takes 2 hours.)

I like bite sized raids.


Smaller and shorter is usually better, yes.

More people have only 1-2 hours of gameplay time, and sometimes it takes 30min+ to find a group, get ready to go and go; this leaves 30-90min for the actual activity. Also, it seems like XIV focuses more on the challenge of the actual boss encounters moreso than throwing endless waves of "trash" at you (like XI's Dynamis). Since they're focusing on the Boss Battles, they don't really need a long convoluted dungeon full of trash encounters; they only need it to be long enough to give it plausible form, to make the player feel like they are going in an actual dungeon.

This makes it more interesting (the mechanics of the boss being the focus of the activity, less time spent on boring groups of mobs) and it also shortens the amount of time the endgame activity needs.

One of the most favorite things I've ever done in XIV was the "End" of the game (the two introductory raids dealing with the assault on the fortress in Mor Dhona); they not only captured the essence of Final Fantasy games fairly well, but also gave a rather fun experience (the background music for the areas and the battles were done fairly well), to boot!

Quote:
I still remember my first time in Windy, stepping out into Sarutabaruta, making my way to Tahronghi, Shakrami and my first boat ride on my way to the Dunes!


If only they hadn't given music to only a quarter of the game's areas, it would have been much more awesome. The "track" that is most embedded in my mind when I think about XI is the Wind Ambience, for that's all you heard in most of the game's areas.

The places that DID have music, tended to be cool music. Thankfully, Zophar.net exists and the .psf2 is the exact same as the files used in the Windows version of the game and are available for download (you'll need a psf2 player, they have one for Winamp that works well).

Edited, Apr 8th 2015 7:07pm by Lyrailis
#113REDACTED, Posted: Apr 08 2015 at 7:22 PM, Rating: Sub-Default, (Expand Post) Fallacy,smallacy. The game was originally hardcore, that translated to less people playing but more sustained subs. When a game gets softcore(not worse or better) you get more people playing but subbing and quitting over and over. Even Yoshi admitted this in an interview. Content in XI started faltering because they split resources with XIV.
#114 Apr 08 2015 at 7:49 PM Rating: Good
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Fallacy,smallacy. The game was originally hardcore, that translated to less people playing but more sustained subs. When a game gets softcore(not worse or better) you get more people playing but subbing and quitting over and over. Even Yoshi admitted this in an interview. Content in XI started faltering because they split resources with XIV.


Again, Correlation != Causation.

When you have multiple reasons for something happening, you can't pluck one single reason out and say "THIS is the definitive reason as to why it happened"

When a car crash happens on a snowy wintry day, where one car swerves into the lane of another car and the investigation reveals that...

1). The driver was tired from being up all night.
2). The driver had the radio blasting.
3). There was a good layer of snow on the road.
4). The other driver was going slightly above safe speed and was unable to dodge the incoming car.
5). The driver's car had worn tires.
6). Visibility was low due to heavy snowfall.

You can't pick one of the six reasons and go "THIS is why it happened!" All 6 of those things contributed to the accident, yes. But no one thing can be singled out as the singular cause of the event in question.

Of FFXI, we have...

1). A shift in game design (hardcore to mediumcore).
2). A worsening IRL economy which results in less time to play.
3). An aging playerbase that is having more RL obligations or simply outgrowing the game.
4). A rise of an entire gaming platform (Steam) and all of the games it brings.
5). More MMORPGs out there to play instead.
6). More MMORPGs adopting a F2P or Semi-F2P system, making them more attractive.
7). SE splitting resources between XI and XIV (leading to less XI content being developed).
8). XIV itself drawing people away from XI (especially with ARR).

You can't cherry-pick any of the above reasons and go "THIS is why XI went downhill."

It is a combination of all of the above.
#115 Apr 08 2015 at 11:58 PM Rating: Default
sandpark wrote:
I have nothing against mobile games. Just have yet to see anything deep and persistent on the platform. Sometimes recreating something isn't possible as we see in modern reboots usually. The very core that made XI what it was don't want a recreation, they want a return to the primary form.

I am not attached to FFXI, I no longer play currently. Not because it sucks but because 8 years was long enough for me to subscribe. But if I had a F2P version, you bet your *** I would hop back in on PC.

If this game had a offline version that had addons and mods. I assure you more people would play it longer and be happier with that direction.


Of course there is always that loud and obnoxious "core" that wants something to stay as-is forever. The world doesn't work this way.

Either the core gets what they want and the game will be always tailored just for them and them alone, or SE "tarnishes" "the legacy of FFXI" by converting it to the mobile platform, allowing many more people to experience Vana'diel in a way that they can enjoy. Your stance here seems to be that the core is more important than anyone else in the world and that all decisions on FFXI should be made for that core group, as if they are owed something. They aren't.

Lastly for not having anything against mobile games you surely take a negative stance on FFXI continuing it's legacy on that particular platform. One thing mobile games have going for them is accessibility, so saying more people would play it longer and happier in an offline mode is a claim made out of thin air.

You think FFXI doesn't have anything going for it unless it remains unchanged. I completely disagree. FFXI has plenty to offer for the mobile, and has a very good chance to be an attractive game to many more than the core.
#116 Apr 09 2015 at 8:42 AM Rating: Decent
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Catwho wrote:
XIV's larger scale events are much more linear and bite sized. World of Darkness now takes a good group under 30 minutes to complete. Compare that to Dynamis and its 3-4 hour completion time. (Even Neo-Dynamis takes 2 hours.)

I like bite sized raids.


Dynamis doesn't take 2 hours. It's 2 hours allotted to you. You can leave at -any- time you want, so in reality, it could take only 25 minutes or it could take the full 2 hours. The only gate was getting your key item time extensions. You normally take the full time to get the most out of it, kind of like in WoD (as this was your example) people leave within the first 15 minutes if the first boss doesn't drop what they wanted, or they leave 20-25 min in when the 2nd boss doesn't drop what they want or 35-45 min in when Cerb doesn't drop what they want. There's less leaving since you can greed on everything but it still happens.

Einherjar also takes under 30 minutes, especially these days. Most seeker's content take under 30 min as well, but the time allocation tend to be higher to allow grace periods. Much like you can spend the full 100+ minutes in WoD when you get the special groups.

Same with primals, they take 3-10 minutes but there's that Shiva that takes 45 minutes if people even stay that long. I'm sure most of us remember doing certain events in XI with time to spare wishing you could do more in the zone since certain ones didn't even have 'trash pulls' to farm stuff off of (or back in the day you'd be suicidal to do so in some areas), it was straight to the boss (e.g Proto Omega/Ultima) or were designed as the actual reason to be there (e.g Seeker's content) or you literally had a choice between path A (farm loot) or path B (go to loot) like Dynamis-Xarcabard.

So in reality, both games have bite sized raids when you really get down to it, they just utilize their timers differently in some cases (allocation of zones since it wasn't a true instance system), it was normally the open-world stuff that lasted longer in XI, e.g Sky/Sea had various aspects to it that lengthened it compared to the instanced content which were usually 30 min or less either timer wise or how fast most people tend to complete it.
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#117 Apr 09 2015 at 9:08 AM Rating: Good
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Quote:
Dynamis doesn't take 2 hours. It's 2 hours allotted to you.


So it takes 2 hours.

Why would anyone looking to amass currency (which you need to get all the time extensions for due to how the proc system works, mind you) not want to make the most out of the potential time they have there? Do you honestly know anyone who bothered to go in to Neo-Dynamis if they only had less than half an hour to be in there, or only intended to stay for that long for whatever reason? I sure didn't.

I mean, if they made it so you could enter WoD or whatever only once per day, but also made it so that enemies respawned and that valuable/resellable stuff like currency or mats also dropped (so that there is motivation to go for things other than just equipment drops), do you really think anyone would be calling it something other than a 2 hour activity?



Edited, Apr 9th 2015 11:13am by Fynlar
#118 Apr 09 2015 at 9:20 AM Rating: Excellent
Quote:
So in reality, both games have bite sized raids when you really get down to it, they just utilize their timers differently in some cases (allocation of zones since it wasn't a true instance system), it was normally the open-world stuff that lasted longer in XI, e.g Sky/Sea had various aspects to it that lengthened it compared to the instanced content which were usually 30 min or less either timer wise or how fast most people tend to complete it.


Agree with Fynlar... this statement is a bit deceiving.

The culture of FFXI was that if you were part of a dynamis group, you ran dynamis for as long as the group was running dynamis. You didn't just farm for 25 minutes, get *your* drop and then leave... you had to be there to support everyone else, because we else should they support you? And the entire balance of rewards in XI was set up so you HAD to endure that grind in order to pursue your goals.

Sky/Sea were great, and lots of fun (for awhile) at the time... but again, one did not simply go to sky for 30 minutes and then just skip off. That's why most endgame linkshells would dedicate entire nights to farming pop items in sky, and most of that time was just spent standing around in different places waiting for things to appear. There were times when I enjoyed sky farming, much in the way I sometimes enjoy long, flat, quiet hikes. But by no means was this an "in-and-out" affair.

The only thing I've done in XIV that feels remotely as grindy as XI is coil, and I'm talking about the nights set aside to learn new turns (when it's just wiping over and over again while memorizing mechanics). Otherwise, XIV's events are far more bite-sized, and it's not even close. Heck, thanks to the duty finder, you can even drop out of CT raids and primal battles with very little social consequence.
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#119 Apr 09 2015 at 10:02 AM Rating: Good
When I ran Neo-Dynamis with a core group of 6 people, we definitely made it a point to run out the 2 hour clock. That's money in the bank.

And of course most other 6 man events in XI are in chunks of 30 minutes - but we'd run 4 Assaults in a row so we could run 3-4 Salvages right afterward, or do Delves 2-3 times in a row if we were trying to defeat Tojil or whatever. What about the x6 or x12 shourts for Voidwatch fights? Each fight was maybe 10-15 minutes max, but you'd spam them over and over again because the game encouraged you to do that (since you could hold six KIs at once.)

The only way to get that "let's hit this 6 times in a row" in XIV is with a Party Finder or static group of very like minded people. (Pony farms are a great example.) XIV was built with the idea that most people would rather run once and get it done, as evidenced by the daily and weekly quests once you're at endgame.

#120 Apr 09 2015 at 10:10 AM Rating: Default
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Lyrailis wrote:

Again, Correlation != Causation.

When you have multiple reasons for something happening, you can't pluck one single reason out and say "THIS is the definitive reason as to why it happened"

When a car crash happens on a snowy wintry day, where one car swerves into the lane of another car and the investigation reveals that...

1). The driver was tired from being up all night.
2). The driver had the radio blasting.
3). There was a good layer of snow on the road.
4). The other driver was going slightly above safe speed and was unable to dodge the incoming car.
5). The driver's car had worn tires.
6). Visibility was low due to heavy snowfall.

You can't pick one of the six reasons and go "THIS is why it happened!" All 6 of those things contributed to the accident, yes. But no one thing can be singled out as the singular cause of the event in question.

Of FFXI, we have...

1). A shift in game design (hardcore to mediumcore).
2). A worsening IRL economy which results in less time to play.
3). An aging playerbase that is having more RL obligations or simply outgrowing the game.
4). A rise of an entire gaming platform (Steam) and all of the games it brings.
5). More MMORPGs out there to play instead.
6). More MMORPGs adopting a F2P or Semi-F2P system, making them more attractive.
7). SE splitting resources between XI and XIV (leading to less XI content being developed).
8). XIV itself drawing people away from XI (especially with ARR).

You can't cherry-pick any of the above reasons and go "THIS is why XI went downhill."

It is a combination of all of the above.

I know it isn't one reason, I guess that would be my reason.

1)I think both games had a place. If they retained their strength.
2)I think it wasn't so much that but so much more choice to choose from.
3)I could see this very much so.
4)See number 2
5)See number 2
6)Why couldn't XI try that out too?
7)This is probably the main reason for this happening and will be better for ARR.

The days of one game dominating the genre are probably over. There will never be another WoW type domination. That to me leaves games to catering to a certain demographic or niche. There is a space for people who enjoy time consuming, non instanced mmos, no quest hubs,without breadcrumbs leading you by the hand. A space that games like XI or Dark Souls draw people into. It might not be as big as WOW or ARR's space. But it is hard to find now, when so many games are following the same route.

A F2P mod-able FFXI could allow that space.

https://www.youtube.com/watch?v=B_Q84E5iqqc

#121 Apr 10 2015 at 8:06 AM Rating: Good
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Does not take a genius to realise the game in its current format will not be played on a mobile device. No way you could do a bcnm on a touchscreen or any combat. They will need to redo the whole interface and menu system. The game is going to take some major altering.

They are probably going to announce a stripped down version of the game for a mobile device.

There is no way that a mobile device has the storage for most of the game.

My point is mobile people will not be playing along current pc, xbox, and PS users. They will be playing different games.

I still say that when Xbox and PS support are dropped the PC will be too.. They probably will have some app that allows you to play the mobile version on a pc and that's what they mean by still having PC support. Otherwise why drop XBox and ps2 support at all they are never doing any updates?
Makes no sense to drop them if the game is never changing..



I think SE has allot more to announce about this.





Edited, Apr 10th 2015 10:12am by Nashred
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#122 Apr 11 2015 at 9:57 AM Rating: Good
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There's no way a mobile device has the storage for base game + zilart :P
#123 Apr 11 2015 at 11:21 AM Rating: Decent
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TwilightSkye wrote:
There's no way a mobile device has the storage for base game + zilart :P


Your device has baseline files, you stream the data from a server, much like many other larger mobile ports/versions of certain games lately.
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#124 Apr 12 2015 at 3:49 AM Rating: Good
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I feel like the mobile app is going to be something more meant to run alongside FFXI on PC, rather than it's own standalone version of the game. I'm not interested in XI if it's going to require a subscription fee for 0 content updates so I stopped reading information about it once I saw that. That said, I can't really see them charging a subscription fee for a mobile game.

I initially thought SE had made the decision to develop a mobile game based on vana'diel which would offer micro-transactions and allow SE to maintain FFXI as a F2P service while still making (potentially more) profit. You guys know my glass is always half full. I'm honestly more interested in seeing how this plays out than I am about 3.0 or even FFXV to be honest Smiley: tongue
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#125 Apr 12 2015 at 5:24 AM Rating: Good
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Quote:
I initially thought SE had made the decision to develop a mobile game based on vana'diel which would offer micro-transactions and allow SE to maintain FFXI as a F2P service while still making (potentially more) profit. You guys know my glass is always half full. I'm honestly more interested in seeing how this plays out than I am about 3.0 or even FFXV to be honest Smiley: tongue


I think I've pretty much kinda given up on the Final Fantasy series since about FF9 or thereabouts.

FF7 was awesome in gameplay and not too shabby in storyline (though I don't worship it like some people do...), but the graphics were kinda horrible compared to 8 and 9.

FF8 had this wonky system I really really did not like (the whole junction thing, the removal of armor, how they handled weapons), the whole farming for magic and how long it took constantly Drawing magic out of enemies got old fast and really detracted from the experience. The storyline and music was good though!

FF9 I think was the last "awesome" FF game, sadly. They kept mostly true to the old Final Fantasy games in the terms of gameplay -- tried and true ATB system, tried-and-true magic/MP system, though the "learn new spells from equipment" was a bit new, but the concept wasn't; it kinda had an Esper-like feel to it, only there were actual balancing limits this time around (rather than everybody can be anything and know every spell in FF6).

FFX had an OK story, the combat wasn't too bad, I actually rather liked the idea of having time to plan your moves, but the Sphere Grid system was kinda a black mark for me. I didn't like it all that well, and I really really REALLY disliked the whole "you have to swap in everybody on every fight or someone starts falling behind". That got really old, having to switch in every single party member on every single battle to keep everybody caught up, just so they could take at least 1 action per battle. If it hadn't been for that, I could have enjoyed that game a lot more.

X-2, meh. I didn't really like where that one went. They went back to ATB which was cool and they put a nice spin on it, but I really didn't like the theme of it and some of the minigames (the massage... ugh.....) just didn't say "Final Fantasy" to me.

FFXI and XIV I won't talk about for obvious reasons: they are MMOs.

FF12, the storyline was kinda 'meh'... it wasn't bad, but it didn't strike me as anything particularly good either. I didn't really like the Gambit system; I felt it kinda cheapened the game that you could program the game to play for you, and the free-roam thing, and the farming aspect of it made it feel more like an MMO that was played Single-player than anything.

FF13 and 13-2 I have on my Steam, but I haven't gotten around to doing them yet, but I've heard that at least 13 is ridiculously linear, where you're basically limited to one singular path to take.

It seems Technology caused SE to get distracted from what made Final Fantasy awesome -- we used to have great storylines (FF4 is still one of my favorites!), the battle was fun and not overly complicated but yet allowed choices (though they got ridiculous with FF6 where everybody could cast every spell and by the end of the game, you had an invincible group no matter which of the gazillion characters were in your group at the time), and there were always neat dungeons to explore, locales to see, and sometimes there were side-quests and things to do off to the side.

It seems as technology marches on, they wanna make more flashy visuals during battle, they wanna make it more realistic looking, more voice acting (anyone remember Tidus's laughing scene? That's what they made Mute buttons for). I never felt in any FF leading up to and including 9, that I ever needed Voice Acting. Maybe I'm just old fashioned, but meh.

I miss the old formula, but I know it isn't coming back. But then I suppose that's why someone made RPGMaker, lol.

EDIT: On that note, RPGMaker, I've seen at least one ridiculously awesome (but short) game called Skyborn (available on Steam), where you have an RPGMaker-style battle system that has actual Hate/Threat/Enmity systems built-in. I thought that was ridiculously awesome and the storyline was actually decent (if a bit short) too.

Edited, Apr 12th 2015 7:31am by Lyrailis
#126 Apr 12 2015 at 5:33 AM Rating: Decent
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FilthMcNasty wrote:
I feel like the mobile app is going to be something more meant to run alongside FFXI on PC, rather than it's own standalone version of the game. I'm not interested in XI if it's going to require a subscription fee for 0 content updates so I stopped reading information about it once I saw that. That said, I can't really see them charging a subscription fee for a mobile game.

I initially thought SE had made the decision to develop a mobile game based on vana'diel which would offer micro-transactions and allow SE to maintain FFXI as a F2P service while still making (potentially more) profit. You guys know my glass is always half full. I'm honestly more interested in seeing how this plays out than I am about 3.0 or even FFXV to be honest Smiley: tongue


There's 2 of them. One is Japanese only (A mobile game based on Vanadiel) and one is XI which as Matsui stated, would initially be Vanilla > CoP. They said it purely depends on how the situation is after ending support for the PS2/360 version, SE may even decide to actually fund XI so they can do real development on it. Considering how popular mobile game is in Asia, it is a wise move in general, but it also could have been spent towards revamping XI on PC in areas that need it,
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